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by Published on 2010-10-25 08:15 AM

Update - When you see him ... (Most awesome Blizzcon picture ever)

Blizzcon 2010 is over!
The Blizzcon is over and we didn't really learn anything new during the convention, just like the pre WotLK one it was pretty hard to release new information when most of the upcoming expansion is available on beta servers.

World of Warcraft

Diablo 3

Starcraft 2


Cho'gall Beta Testing - Video
Let's go back to interesting stuff slowly and start the week with a nice video of Cho'gall in 25-Man mode by Paragon.



Blizzcon 2010 - Live Raid Event
I finally managed to sort all the pictures I had of the live raid event with Paragon!

Blizzcon 2010 - Live Raid #1 Blizzcon 2010 - Live Raid #2 Blizzcon 2010 - Live Raid #3 Blizzcon 2010 - Live Raid #4 Blizzcon 2010 - Live Raid #5 Blizzcon 2010 - Live Raid #6 Blizzcon 2010 - Live Raid #7 Blizzcon 2010 - Live Raid #8 Blizzcon 2010 - Live Raid #9 Blizzcon 2010 - Live Raid #10 Blizzcon 2010 - Live Raid #11 Blizzcon 2010 - Live Raid #12 Blizzcon 2010 - Live Raid #13 Blizzcon 2010 - Live Raid #14 Blizzcon 2010 - Live Raid #15 Blizzcon 2010 - Live Raid #16 Blizzcon 2010 - Live Raid #17 Blizzcon 2010 - Live Raid #18 Blizzcon 2010 - Live Raid #19 Blizzcon 2010 - Live Raid #20 Blizzcon 2010 - Live Raid #21 Blizzcon 2010 - Live Raid #22 Blizzcon 2010 - Live Raid #23 Blizzcon 2010 - Live Raid #24 Blizzcon 2010 - Live Raid #25 Blizzcon 2010 - Live Raid #26 Blizzcon 2010 - Live Raid #27 Blizzcon 2010 - Live Raid #28 Blizzcon 2010 - Live Raid #29 Blizzcon 2010 - Live Raid #30 Blizzcon 2010 - Live Raid #31 Blizzcon 2010 - Live Raid #32 Blizzcon 2010 - Live Raid #33 Blizzcon 2010 - Live Raid #34 Blizzcon 2010 - Live Raid #35 Blizzcon 2010 - Live Raid #36 Blizzcon 2010 - Live Raid #37 Blizzcon 2010 - Live Raid #38 Blizzcon 2010 - Live Raid #39 Blizzcon 2010 - Live Raid #40



Blizzcon 2010 - Art Gallery
A couple of pictures from the Art Gallery and the Charity Auction.

Blizzcon 2010 - Art Gallery #1 Blizzcon 2010 - Art Gallery #2 Blizzcon 2010 - Art Gallery #5 Blizzcon 2010 - Art Gallery #7 Blizzcon 2010 - Art Gallery #8 Blizzcon 2010 - Art Gallery #9 Blizzcon 2010 - Art Gallery #10 Blizzcon 2010 - Art Gallery #11 Blizzcon 2010 - Art Gallery #12 Blizzcon 2010 - Art Gallery #14 Blizzcon 2010 - Art Gallery #15 Blizzcon 2010 - Art Gallery #16 Blizzcon 2010 - Art Gallery #22 Blizzcon 2010 - Art Gallery #24 Blizzcon 2010 - Art Gallery #25 Blizzcon 2010 - Art Gallery #26 Blizzcon 2010 - Art Gallery #27 Blizzcon 2010 - Art Gallery #28 Blizzcon 2010 - Art Gallery #29 Blizzcon 2010 - Art Gallery #30 Blizzcon 2010 - Art Gallery #31 Blizzcon 2010 - Art Gallery #32 Blizzcon 2010 - Art Gallery #34 Blizzcon 2010 - Art Gallery #35 Blizzcon 2010 - Art Gallery #36 Blizzcon 2010 - Art Gallery #37 Blizzcon 2010 - Art Gallery #38 Blizzcon 2010 - Art Gallery #39 Blizzcon 2010 - Art Gallery #40

Blizzcon 2010 - Art Gallery #3 Blizzcon 2010 - Art Gallery #4 Blizzcon 2010 - Art Gallery #6 Blizzcon 2010 - Art Gallery #13 Blizzcon 2010 - Art Gallery #17 Blizzcon 2010 - Art Gallery #18 Blizzcon 2010 - Art Gallery #19 Blizzcon 2010 - Art Gallery #20 Blizzcon 2010 - Art Gallery #21 Blizzcon 2010 - Art Gallery #23 Blizzcon 2010 - Art Gallery #33



Blizzcon 2010 - Costumes and Pictures
I've got another batch of costumes and pictures of the convention center for you!

Blizzcon 2010 - Floor 2 #1 Blizzcon 2010 - Floor 2 #2 Blizzcon 2010 - Floor 2 #4 Blizzcon 2010 - Floor 2 #5 Blizzcon 2010 - Floor 2 #6 Blizzcon 2010 - Floor 2 #9 Blizzcon 2010 - Floor 2 #11 Blizzcon 2010 - Floor 2 #12 Blizzcon 2010 - Floor 2 #16 Blizzcon 2010 - Floor 2 #17 Blizzcon 2010 - Floor 2 #18 Blizzcon 2010 - Floor 2 #20 Blizzcon 2010 - Floor 2 #22 Blizzcon 2010 - Floor 2 #24 Blizzcon 2010 - Floor 2 #25 Blizzcon 2010 - Floor 2 #26 Blizzcon 2010 - Floor 2 #29 Blizzcon 2010 - Floor 2 #32

Blizzcon 2010 - Floor 2 #3 Blizzcon 2010 - Floor 2 #7 Blizzcon 2010 - Floor 2 #8 Blizzcon 2010 - Floor 2 #10 Blizzcon 2010 - Floor 2 #13 Blizzcon 2010 - Floor 2 #14 Blizzcon 2010 - Floor 2 #15 Blizzcon 2010 - Floor 2 #19 Blizzcon 2010 - Floor 2 #21 Blizzcon 2010 - Floor 2 #23 Blizzcon 2010 - Floor 2 #27 Blizzcon 2010 - Floor 2 #28 Blizzcon 2010 - Floor 2 #30 Blizzcon 2010 - Floor 2 #31 Blizzcon 2010 - Floor 2 #33 Blizzcon 2010 - Floor 2 #34 Blizzcon 2010 - Floor 2 #35 Blizzcon 2010 - Floor 2 #36 Blizzcon 2010 - Floor 2 #37 Blizzcon 2010 - Floor 2 #38 Blizzcon 2010 - Floor 2 #39 Blizzcon 2010 - Floor 2 #40 Blizzcon 2010 - Floor 2 #41 Blizzcon 2010 - Floor 2 #42 Blizzcon 2010 - Floor 2 #43 Blizzcon 2010 - Floor 2 #44



Comics
Dark Legacy Comic #261 is out!

by Published on 2010-10-23 11:09 PM




Blizzcon 2010 - Art Panel

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Blizzcon 2010 - Cinematics Panel



Worgen Cinematic

by Published on 2010-10-23 08:37 PM

Update - No live blog for the art panel, because, well, it's art. Tons of shiny pictures soon.


Blizzcon 2010 - Open Q&A
Originally Posted by Blizzard Entertainment
Currently in the game you can use the dungeon finder to put together 5 man teams within a battlegroup, is there any possibility you can revisit that for making raids?
The way we tune our raids demands the players use several compositions, buffs and debuffs represented and it gets pretty hard to apply there, you may not always have the best players with you.

I was wondering if there are plans in the future to make races look apart more, when you place the same armor on either of them they pretty much look the same
Currently there aren't any solid plans for this but we are tossing around some stuff.

Any plans of adding a guild merging system?
We don't have any plans for a feature, but merging a guild is easier to do in Cataclysm due to the new guild interface.

I love what you guys have done with WoW, I love that there's a lot of strong female chars, though I wonder if we can have some that didnt look like they came out of a Victoria's Secrets catalogue?
Which catalogue would you like them step out of then? We feel ya, we want to vary our female chars more in the future. So yeah we'll pick different catalogues.

With the talent tree overhaul, are you guys planning to do more passive talents?
We're still in phase 1 of the balance and those are currently going live, so we'll tweak them over time especially in 4.1.

In PvP, some people can be crowd controlled up to 20 seconds consecutively. Switch to PvE, one target can be CC'd for 1 minute. Not much skill to that.
Seems like more of a statement than a question.

Sorry, what's your philosophy with CC now and what might change in Cata?
It's a different answer depending on PvE or PvP. In PvE we want people to use more CC than they did in Lich King. We want stuff to be as CCable as possible. Any time we make something immune there's a lot of consideration. Do we really have to do this?

As it relates to PvP, the approach we're taking right now is to slow down the pace of combat. Any time you slow it down then CC has less of an impact.

Lich King has a lot of really cool abilities DKs could use. Have you given any thought into giving us Defile or Infest?
Level 90 abilities right there! Thanks.

Are there any plans to add a legendary dps dagger?
Not really. We don't make legendaries often, so we try to make them useful for a lot more people. We decided on a staff yesterday by the way.

Will I be able to get my warglaives (and other legendaries) in Cataclysm?
Yep, everything except Atiesh. Because teleporting to Karazhan is important at 85.

With all of the specs being viable now, can arenas finally be balanced around comp instead of the viability of each class?
I think we'll still have arenas balanced around viability, but we're always looking at changes. One change coming up for beta is that Mortal Strike -- the effect -- will only reduce heals by 10%.

Did you not add a moose mount because you hate Canada?
Well we discussed it, we wanted one. But you can't always get what you want.

Are we ever going to see the Emerald Dream again aside from a phase?
You can count on it, it's just a question of when. But you'll definitely see the Dream again, and the Nightmare.

Theres a lot of great mounts coming out, I was wondering about profession crafted multi-passenger mounts, if so engineering needs mini-van
Heard about the new alchemy mount? It'll be fun to see who gets that first. Who doesn't want to mount their friend? I mean..

Will the new legendary be available in both 10 and 25 man, and will it scale similar to the way Val'anyr did?
At this stage we want it to be available to both 10 and 25 man. We want legendaries to last longer than normal items, it's always hard to balance these expansion wise.

Basically, I originally liked the idea you had about lowering the talents, but now I really hate the fact there is no uniqueness anymore, everyone is the same number/combo of talents atm are you ever going to extend it again for more options?
Do you think the specs in the deeper trees were very different from each other? They weren't. It's a new design, the last 10 points are the most exciting ones to spend, we'll see what specs develop. hopefully we can tweak things. There were cookie cutter specs before this change, and there probably will be some for this as well.

Do you intend to make anything except heirlooms account bound? Pets, Achievements, etc?
Sure we would like doing that, things that are not char power oriented will have a higher chance of being account bound in the future, it's something we'll like to do in the future. Most of the archaeology items and the new guild mount are account bound already.

I would like to ask for a closet, we get all this awesome stuff from events but have no place to put them!
We actually hoped to do that for cataclysm, there's still some issues with that that we need to resolve.

The horde curently has two very good battlecry's, can you give some characters somewhere to shout back (alliance)?
"Have mercy!". We've experimented with a amount of battlecry's for the alliance, but none of them match up with "For the Horde!". We'll keep trying to find one. "We'll keep trying" is not the battle cry though. (laughs)

You stated that you want mastery to dynamically change up your gameplay but some of them are just flat damage bonuses and aren't very exciting
Crit makes you hit harder, Haste lets you do more things, Mastery generally makes you better at what you do, particularly for mages haste does a pretty good job at that already but the goal isn't necessarily to modify your rotations.

I'm working on insane in the membrane, with all the changes to Dire Maul north will I still be able to achieve this achievement?
The biggest problem are the changes to the bloodsail buccaneers, that kinda put a bullet in that feat of strength for now. It's fun to do painful things in WoW. If there's a huge outcry for it we'll try to put something equally brute in the game.

With the existance of Pandarens being hinted at, are Pandarens still being excluded away?
I don't see them flying out of the cracks.. we'll see. They're a super cool race and an awesome concept, maybe we'll see them in the future. We'll see.

In terms of voice acting, I noticed that I Metzen is missing from the panel. Every new major character sounds like Thrall, are you guys willing to open auditions for players?
Deathwing is actually not Metzen. We have a process (believe it or not), we've had a lot of talented actors, not just Chris (he has a lovely voice), and we'll keep adhering to that process in the future.

I'm desperate for another character slot, give us some more room!
Do you need 12 for your 12 step program? I can offer you another 10 slots for 15 bucks a month! It is something we've talked about just right now its not what we are going to do, we'll have to wait and see.

Regarding Cataclysm Raiding. What is the incentive to do a 25 man since the gear is the same in 10 man?
Something you might enjoy more? It's something we are focusing on, it's a daunting task but we're working on it.

I have a lot of low level friends, are you planning something for me to quest with them, without them being penalized?
It's one of our philosophies to let people play together as much as we can, we've talked about a sidekick system, where your char would play as a low level char something we'd like to do in the future.

People love legendaries, maybe trade them in for a heirloom version so they can level with it?
That'd be awesome, but we dont want people feeling that they need to going back to old content to get legendaries.

When are we getting a tabard tab?
We would like to do it, the only reason why we didn't do it yet is because we have click on-use tabards. We kinda want a dropdown or something out of which you can choose a tabard from. Something like the title dropdown.

Any better plans to integrate the TBC races into the lore?
We've kinda failed at bringing Draenei into the wow culture, we tried to do it more in Cataclysm. We're not there yet but it's better.

About the balance between horde and alliance characters, now I have to level up all my chars, it's gonna be 20 vs 100 horde fighting
We just need a better battlecry for the alliance, its definitely something we are keeping an eye on, it's just the psychology of the coolness of the horde that makes them more popular, making the allies be proud of them being allies is a thing to solve in the long run.

Could you make the heroic training dummy more interactive, could you change the stats or give it buffs/debuffs, built in recount?
We'd like to do more with the dummies, just a question of time and priority at the moment.

Are you going to implement the dance studio?
Yeah well you got goblin and worgen dances who are pretty awesome, we've been doing some work on that, we just want to see when to introduce it, we need to make sure to add a LOT of new dances, whenever the animators have free time we make them make new dances. We wanted it to be a cool feature too, there wasn't much gameplay in the barbershop for example, we want to add more gameplay.

Are you going to add more alchemy research-ish things for old content recipes?
It's always a good question on how much to support the older raids, its something we should take more seriously.

Blood Elves weren't a large part in WotLK, and is Lor'themar actually going to be a leader instead of just a reagent?
In cata we have a new faction, they counter to the explorers league. Lor'themar is absolutely being developed to a more leadership-ish position. we absolutely want to put him in the front.

Will there be predictable high damage phases where healers and tanks can plan their cooldowns together?
We have planned areas in some bosses where you need to coordinate your cooldowns.

Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Has anybody given a thought to changing the glow on DK eyes to blue, red, green depending on their spec or what presence they're in?
No, we haven't. It might get a little to christmas-tree-y. I mean the current glow, it gives the feeling of "death". We like the way the glow represents the feel right now. Generally we use red to represent demonic, blue for Scourge influence, etc.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Are there any plans for female druid forms?
I might have seen concept for something like that yesterday, we'll do what we can.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
I like the dog pet a lot (Gilnean dog pet) any plans on making it more ferocious?
Maybe we can make them a little meaner, give them rabies or something.

Mage (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Blade's Edge arena, I'm on a bridge as a mage and blink, and I blink backwards. I mean what the hell?
Well when you blink, make sure you're facing the right way. Any time we find bugs with that we obviously try to fix that. The geometry especially, like Blade's Edge. Things don't line up correctly and it causes a hiccup. We try to fix that.

Any chance for mage water elementals to get new abilities?
We don't have plans right now, we'll have to see for the future. We have to see how the permanent water elemental works out. It's something we'll probably consider for a future expansion.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Can you move the interrupt from HoJ to something else for prot paladins?
Yeah we've talked about that. We would like to eventually move the interrupt to something else so they have a more consistent interrupt.

If you decided to cut out abilities for prot or ret paladins due to rotations being too complex, what would they be?
We've been looking, we probably could take out Avenging Wrath and bake that into Zealotry. Same thing with Inquisition, we could move that somewhere else.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Why did you remove the support role of the Shadowpriest?
Players didn't want to be there to make everyone else awesome, they wanted to be awesome themselves.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Shadow Dance has turned into more of an energy increasing ability instead of a DPs increasing ability. Was that the intent?
The challenge with Subtlety is we want that to be the spec where the rogue feels sneaky. The problem is that if you pull it off, they're dead -- that's great. If you screw it up, you're dead. We'll have to see how it plays out at 85 in PvP since we haven't seen a lot of that. We didn't try to change the core function of it.

Shaman (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
For enhancement, burst vs abilities that need to ramp up, is there any consideration of addressing the problem in PvE where it's hard to ramp up during an encounter?
We've given a lot of considering to mix things up so that every spec has to adapt and have tried to add ramp up abilities to every spec. That way you can sometimes have the quick burst, or may need to ramp things up depending on the encounter.

At 85 it works really well.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Are there any plans for making fury good in pvp?
Fury did get some love in cataclysm because we changed the talent trees around, short heroic leap gives them a little more tools compared to before. We also expect players to play a lot more in Rated Battlegrounds and things will be different there, Arenas will still be around but we expect the focus to shift to Rated Battlegrounds during the next year.

by Published on 2010-10-23 07:02 PM

Blizzcon 2010 - Classes Q&A
The Classes Q&A will start in a few minutes, hopefully we will see a couple of new information on classes. Live blog by Kody.

Originally Posted by Blizzard Entertainment

General
Q: How do you avoid the slipper slope of designing classes based around roles rather than a unique feel for each class?
A: We try to make the resource systems for the classes feel unique, so even though you do the same thing, picking up a class feels different.

Q: Are we ever going to be able to change our class? I've been playing a Warrior for a long time and have wanted to switch to a Paladin. (insert Paladins are OP QQ)
A: Not really. We don't want to add quests so that when you feel Rogues are doing better than you that you just switch your class to a Rogue. We want the classes to be balanced instead so you feel like sticking with your class.

Q: Racials are a trainwreck right now. Haste vs underwater breathing. Are you ever going to get to the point where we have a consistent useful activated ability, a passive for each, and whatever else? Right now they're all over the board.
A: To be honest, probably not. If you take that troll mage with activated haste into the arena, and you get feared, then you wish "Aw man I wish I was undead again".

So, no, they're not going to be the same. We're mindful of keeping the relative power balance the same though. Like how we changed the worgen 1% damage bonus because it was very powerful as a passive.

Q: Can we give the Alliance goblins and worgen and we get murlocs?
A: Murlocs are special to all of us. We can't give them to anyone.

Tanking
Q: Are you happy with Vengeance right now for tanks? It punishes survival gearing especially.
Gearing for survival vs threat has always been a tradeoff to an extent, block and expertise vs dodge and parry gear. Having to make that tradeoff is interesting, but when Vengeance falls off it does feel crappy.

Vengeance is a rolling average over time, so a few dodges and parries shouldn't hurt you. That said it shouldn't feel mandatory. It's to help tanks feel like they're scaling more with DPS.

With Wrath you had Misdirect and Tricks, and we want that to be more on the tanks shoulders to generate more threat and do decent damage at the same time.

PvP
Q: Why do we have to take PvP talents now to reach the 31 point talent? Like the Shaman talent to take less magic damage?
A: Well isn't that useful in PvE too? I mean if you're not tanking most of the damage will be magic based. So that's really something that helps your healers use less mana.

That's part of the reason we changed things is so you could take these "utility" talents to help your healers, increase survivability, etc.

Well I play a mage, so I shouldn't be taking damage anyway.
Right, in a perfect world something like Combat Res wouldn't be needed either because no one would die. But that isn't the case.

Death Knight (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
As a DK, I've experienced a lot of prejudice as a tank. A lot of people kick me out of the raid. Are you going to make them more viable?
My guild used a DK tank. It had a bad rep because you could start at 55, so people that didn't know what they were doing could get there. And you'd be competing with them. But we think they're viable. We also tried to make the tree fun and unique compared to the other tanks, like with the DK mastery.

How are you going to make sure Runic Empowerment doesn't become overpowered like original sword spec, Windfury, etc.
We don't think it will ever have that kind of balance problem. It mostly is designed to give you extra resources to spend.

Druid (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: Wild Mushrooms, currently it does a lot of damage if you stack 3 on top of each other. It has a small range though, and the targeting makes it a bit hard to stack on them. Are there any plans to change it at all?
A: I don't think players have grasped the best way to use it yet. In beta we see Ferals putting mushrooms where adds spawn, then detonate when they spawn. That's a pretty good use of it.

The gameplay though is that you have to stack them if you want to do good burst damage.

There are two groups of druids on the forums right now. Those complaining about the new tree, and those curious about the change to Nomnomnom.
We introduced a new glyph to let you use the old Tree of Life model. Personally, I loved Nomnomnom, but these guys all told me we had to change it.

But why the change?
It's an internet meme that will be less funny in a year, and will embarrass us in 3 years.

Hunter (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: Are Hunters ever going to get a fun "melee" enchant or are we going to be stuck with the same enchants?
A: For now you're going to be stuck, but we're going to be evaluating the scopes to make them more interesting. So if you get that cool proc enchant, it will come through that.

Q: Hunters are the only class in the game with a minimum range. This hurts us a lot in raids. They can stand directly in front of you, they can repeatedly stand in front of you and use a ranged attack, why can't Hunters do the same thing and stack near the boss?
A: It's a theme for the class. Larger hit boxes on bosses cause a problem, and that's something we'd like to address.

Well is there something to be done to give us an advantage for that?
You can shoot while moving for one, mages can't do that. Rogues can't really do anything while running from spot a to spot b, but you can. Different classes, different situations.

Paladin (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: Can Grand Crusade be changed to proc other effects so it's not worse than Reckoning?
A: We definitely want to tweak it so that it's not weaker than Reckoning, but that is mostly numbers not adding more effects.

Q: Other classes have multiple types of schools, Paladins holy only. And there's nothing to allow you to resist it. Why is that? It makes them feel like a steamroller.
That's why we've changed it over time for Ret to have more physical abilities than holy. We can't really give them another school because they're... holy. As a quick followup, holy doesn't really have as much of an advantage anymore, because we don't really make gear with resists anymore. If you're losing to a paladin it's probably not because of holy damage.

Q: Why did you add Holy Power? Where did it come from to give Paladins combo points?
We decided mana feels good until it runs out. It's dependable over short periods of time then it goes away. The idea was "Oh the mana bar constantly goes down, then it gets filled again." You were playing off of cooldowns, playing whack-a-mole.

Ultimately they needed a real resource. Sort of that build up and then hit really hard kind of deal. It's not really like combo points, you can kind of ignore it where a Rogue can't. It's a new resource though where we'll have to iterate, but we wanted to get away from the cooldown whack-a-mole gameplay for Paladins.

Q: Paladin healing is not as potent at 85 as the others but they have a lot more mana.
A: We've tweaked that a lot and Paladin healing is a lot more potent now at 85.

Q: Holy Power generation is gimped for generation of threat overall. Do you have any plans to give Judgment a guaranteed proc for Holy Power? Or maybe a chance to proc free Holy Power? Do you have any ideas to fix this problem?
A: One trap we want to avoid is that you can keep Inquisition and Holy Shield up at the same time. We don't want you to have both of your "finishers" that buff you up at the same time.

But one problem is warriors are generating too much threat. We fixed that last week.

We changed it so Divine Plea will generate 3 Holy Power when used so you can start with Holy Power on the pull.

Q: Zealotry clashes with Ret's mastery and the Divine Purpose talents. It's sort of reducing how many Crusader Strikes we can generate (wat?). Do you feel it's clashing, or that you'll reevaluate it as a talent?
A: We're looking at it. Some people claim it's not a dps increase at all, but we're confused by that. We might change it so Divine Purpose procs 3 Holy Power while Zealotry is up.

Priest (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: How do you feel about the Shadow Priest mastery balance?
With mastery we're trying to really give each spec that feeling of awesome for their specific style of play. We want to change your gameplay up with mastery. Shadowpriests have been known for being these incredibly bursty casters, in PvE we want you to capture that vibe, that explosion of awesome. We're going to be tweaking the numbers over time to get it right obviously. We want to make sure to control the burst damage potential as much as possible.

Q: Healing through Smite isn't much better than healing from a Shadow Priest. Are you happy with that?
A: Yeah we're happy with it, it isn't compelling on live because healers still have unlimited mana, but it's working well in beta.

Q: As Disc, Power Word: Shield feels too powerful right now. Are you planning to diversify it so I don't have to just spam Power Word: Shield?
This is probably on live? It's a numbers thing, really. In beta you're not supposed to be able to sustain chaining Power Word: Shield. It's not reflected on live currently, which kind of sucks.

Rogue (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: Are there plans to add a disparity between the weapons for rogues so that we can have something other than a fast dagger in the offhand?
A: We might be changing rogue mechanics a bit so you don't care quite that much about having a fast offhand. Or we could change weapons a little, but we like having a variety of weapons for rogues to use.

Q: The dps for rogues, Mutilate is great but Combat and Subtlety are way behind right now. Especially Combat, where's that at?
A: Combat needs help. Next beta build, the mastery for Combat is being roughly quadrupled. One of their passive damage spec bonuses will be brought up too. We want it to be up there with Assassination.

The overall intended design of Combat is the macro specialization, paying attention to Bandit's Guile in conjunction with trinkets, etc.

Q: What is the intent behind Bandit's Guile? The damage is kind of low with Rupture so you only really Eviscerate still.
A: The intent is that when you're on a single target for a long time, it's cyclical damage, it rises then stays there for a while, then resets. It's so you can use your trinkets or cooldowns when it's at its peak.

Warlock (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: Right now Demon Soul seems like a trinket, and doesn't feel fun, why did you think warlocks needed an ability like that?
A: The design intent for pretty much all the classes, we didn't want to give anyone another "Frostbolt" ability. We wanted to give players stuff that they used in specific situations because of how many keybinds people have already.

Warrior (Forums / Cataclysm Talent Calculator / Beta Skills/Talents)
Q: Inner Rage, why did it change from a passive to an active?
A: Inner Rage was a solution to the problem of a warrior that generated too much rage. We think it could be useful for protection where you turn it on. If it becomes a problem where warriors won't need it, we can change it. We have to see all the scaling and how it works out with haste, higher gear levels, etc.

by Published on 2010-10-23 02:08 PM

Cinematics Panel - The Cinematics panel doesn't have much to live blog at this point because, well, it's pretty hard to live blog something that is 90% filled with images and videos ... We'll probably have a couple of nice pictures tho.

Blizzcon 2010 Day 1 Wrap-up and Day 2 Schedule
Ok I'll say it, Blizzcon didn't really teach us anything new on the WoW side this year. We had a couple of juicy bits of lore and some information on the Firelands raid but that's it. Tomorrow will have a lot of Q&A and the Cinematics panel, considering that they already released the Goblin and the Cataclysm cinematic I guess you will see the Worgen video there. It will be followed by two sessions of Q&A and the World of Warcraft Art panel.

World of Warcraft

Starcraft 2

Diablo 3

You can expect more updates today, with more information, more screenshots, and more naked gnomes!


Blizzcon 2010 and Costumes Pictures
I didn't have enough time to post some of the pictures I got yesterday, I have a couple of interesting pictures from various parts of the Blizzcon and a lot of costumes. Pictures of the Costume contest will be available very soon.

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by Published on 2010-10-22 08:21 PM

Starcraft 2 Coverage - I realize that a lot of people have questions on the new DotA for SC2, details are available on SC2Mapster.com



Diablo 3 Coverage - There was a couple of very interesting Diablo announcements. I can't cover everything here so I suggest you just check them out on Diablofans.com




Blizzcon 2010 - Raids & Dungeons Panel
The Raids & Dungeons Panel will start in a few minute, expect live blog, pictures, and nice recaps!

Blizzcon 2010 - Raids Dungeons Panel #1 Blizzcon 2010 - Raids Dungeons Panel #2 Blizzcon 2010 - Raids Dungeons Panel #3 Blizzcon 2010 - Raids Dungeons Panel #4 Blizzcon 2010 - Raids Dungeons Panel #5 Blizzcon 2010 - Raids Dungeons Panel #6 Blizzcon 2010 - Raids Dungeons Panel #7 Blizzcon 2010 - Raids Dungeons Panel #8 Blizzcon 2010 - Raids Dungeons Panel #9 Blizzcon 2010 - Raids Dungeons Panel #10 Blizzcon 2010 - Raids Dungeons Panel #11 Blizzcon 2010 - Raids Dungeons Panel #12 Blizzcon 2010 - Raids Dungeons Panel #13 Blizzcon 2010 - Raids Dungeons Panel #14 Blizzcon 2010 - Raids Dungeons Panel #15 Blizzcon 2010 - Raids Dungeons Panel #16 Blizzcon 2010 - Raids Dungeons Panel #17 Blizzcon 2010 - Raids Dungeons Panel #18 Blizzcon 2010 - Raids Dungeons Panel #19 Blizzcon 2010 - Raids Dungeons Panel #20 Blizzcon 2010 - Raids Dungeons Panel #21 Blizzcon 2010 - Raids Dungeons Panel #22 Blizzcon 2010 - Raids Dungeons Panel #23 Blizzcon 2010 - Raids Dungeons Panel #24 Blizzcon 2010 - Raids Dungeons Panel #25 Blizzcon 2010 - Raids Dungeons Panel #26 Blizzcon 2010 - Raids Dungeons Panel #27 Blizzcon 2010 - Raids Dungeons Panel #28 Blizzcon 2010 - Raids Dungeons Panel #29 Blizzcon 2010 - Raids Dungeons Panel #30



Originally Posted by Blizzard Entertainment

Enhanced Maps
  • The 2D maps for each dungeon was the first step.
  • Detailed boss info will be added to the map, including loot, lore, and abilities! (Yep, in-game AtlasLoot)
  • You won't have to pull a boss and die anymore to find out what he does.
  • "We're not going to tell you how the boss works, but we want you to have an idea of what you're getting into."
  • 3D Portrait of the bosses will be available.
  • It will work in both Dungeons and Raids.

Patch 4.1.0 Preview - Firelands Raid
  • The Firelands are on the Elemental Plane of Fire. Lava is all over the place.
  • Ragnaros encounter will be completely different. They want to give you an idea of his true power.
  • The instance will have 7 bosses
  • Plane of Fire is an outdoor area similar to the Hyjal Raid (the layout, not the terrible waves upon waves)
  • To the north is Sulfuron Keep, you'll go indoors here to fight Ragnaros. Sulfuron Keep looks very similar to the area in Cataclysm's Hyjal levelup zone.

Patch 4.1 - Abyssal Maw 5-Man Dungeon
  • Blizzard wants to release a 5-man Dungeon with each content patch to make sure that nobody feels left out.
  • It will be a continuation of the story players are going through in Vashj'ir and Throne of the Tides.
  • Abyssal Maw is the Elemental Plane of Water.
  • "Nothing like The Oculus"
  • The dungeon has 4 bosses.
  • "Risen areas" where you fight and then travel to the next

Classic Heroics (Heroic SFK / Deadmines)
  • New quests and encounters are now available in the dungeons.
  • All dungeons in Cataclysm now have their quests inside the dungeon right at the front. They no longer are part of huge quest chains outside of the instance.
  • The instances have been updated and completely revamped, they are not like Naxxramas in WotLK and you can expect a brand new instance. Normal difficulty is also updated.

Classic Dungeons
  • Classic dungeons have been revamped to be made shorter and less confusing. Dungeons such as Maraudon or Uldaman were really really long to get through.
  • For example dungeons can be split into multiple wings. Uldaman will be broken up into 2 wings. Ironaya will be the final boss of the first wing for the Dungeon Finder.
  • Maraudon will also be broken up into 2 wings as well. The dungeon now has a "living" section, and a lower section where Princess Theradras is.
  • Other dungeons will be trimmed. The top portion of the Sunken Temple has been removed and only the bottom floor remains.
  • Wailing Caverns's maze has been removed and bosses have been moved around to just make the instance smaller. Moving bosses wasn't hard because bosses didn't really have their own rooms.

Raid Philosophy
  • Tons of new mechanics have been added to the game, "Try to be as quiet as possible so this big blind dragon doesn't kill you." , "Players flying through the air during the fight."
  • These mechanics are added to the game in bite-sized chunks to make sure that players aren't overwhelmed.
  • One of the most important goal is to have content for everyone, the normal/heroic mode system worked out great in WotLK and they will keep doing it.

Flexible Raid Locks / Difficulty
  • Ulduar Heroic encounters worked fine, Blizzard decided that they could just make the whole instance Heroic (Trial of the Crusader). They decided to make the difficulty dynamic in Icecrown Citadel because ToC was just a pain in the ass.
  • With the new system, you can join multiple raids of either size but you can only defeat each boss once per week.
  • Heroic Difficulty works just like it in Wrath of the Lich King - Once you kill a heroic boss, you're locked to that raid group with that raid ID. However, if heroic bosses get too hard you can kill normal mode bosses with other people. (You can't do the same boss on Heroic and Normal in a week)

Raids & Dungeons Q&A
Q: Will there be a better system to prevent "ninja" looting on the LFG system?
There are a couple of improvements in Cataclysm. The loot system is more strict and people aren't able to roll on something they cannot wear.

Now that 10 and 25-man raids have the same difficulty, how do you balance them and make them the same difficulty?
Balancing is very hard but it's also a very high priority, encounters should be roughly the same difficulty. It might take some time but developers will get them to the same difficulty.

With the flexible raid lock system, is there anything to prevent people from leaving the group as soon as something bad happens?
It will get better over time, as player gets better and get used to the new system you will most likely end up getting a much better PuG experience.

Legendary weapons, with 10 and 25 man lockouts being combined in cataclysm are there any plans to go back to Ulduar and Icecrown citadel in regards of Shadowmourne and Val'anyr
Are we going to go back and change the way fragments drop? That's a good point, will bring that up in the office on monday. It's a great suggestion.

Are you changing BRD as well in Cataclysm?
I've done a pass on most of the old dungeons, trimming a lot of the suck. Things like 20 seconds sleep and 10 seconds disarms and things really really obnoxious. Unfortunately breaking up BRD is very tricky, so what we did do is put up some teleporters, there's a teleport past the bar, in the city, etc ... There are also teleports in Cataclysm dungeons such as Shadowfang Keep, Deadmines. Graveyards are also super close now, all dungeon graveyards are right outside the portal now. Developers want you to do the encounters, not run so much.

I'm concered about encounter mechanics like more hard stuff, my main concern is that the binary sort of thing that certain mechanics are big and flashy or something really subtle or obvious but it wont kill you immediately. Is there any middle ground there?
We talk about that quite a lot, and it's actually a pretty nasty design problem. Tanks and healers have a lot of things on their hands, if you are taking a little bit of damage you're probably going to blame the healer. We're trying to make things more visual and hopefully you won't have to look at a buff stacking for an encounter, one of the new things we have in Cataclysm are meters that the dungeon guys can script to make some of the mechanics more visual and make sure players know why they die. The blind dragon (Atramedes) for example needs you to be quiet, that's visually indicated with a sound bar.

Is there any plan to make a legendary weapon guild bound due to achievements
It's not something we're looking into, there's an achievement for it but we have no plans to make a guild wide legendary. It's an idea that came up but there are a lots of design problems with that, it was more complicated than what it was worth. For the time being, in the future legendaries will be for one person.
Originally Posted by Zarhym (Blue Tracker)
This year's Dungeons & Raids panel with Lead Content Designer Cory Stockton and Lead Encounter Designer Scott Mercer focused on the developers’ design goals for Cataclysm -- starting with a look at what’s in store for two classic dungeons, Deadmines and Shadowfang Keep.

A New Feel for Classic Dungeons

In World of Warcraft: Cataclysm, many classic dungeons will be updated to reflect our ever-evolving design philosophy, and the reworked Deadmines and Shadowfang Keep should serve as two good examples of how classic dungeons can be greatly improved without losing their “classic”; feel. Even after players have long memorized every last corner of a dungeon, classic dungeons can be made to feel fresh again by adding new quests, new encounters, and interesting lore lead-ins from their respective zones (in this case, Westfall and Silverpine Forest). This subtle approach helps revitalize classic dungeons for low-level characters and provides meaningful content for level-85 characters through Heroic versions, while still retaining the spirit of what made the dungeon popular in the first place.

One exciting new change that Stockton announced was that all key dungeon quest givers will now be located just inside the dungeon entrance. You will no longer have to beg your party to share their quests with you, or make your way to a dungeon only to find you haven’t completed a mandatory quest chain.

The primary goal for touching up any classic dungeon is to make them less confusing, shorter (in the case of the most sprawling crawls), and -- overall -- more fun. One way to accomplish this is to tweak the layouts and divide larger dungeons into separate wings. Come Cataclysm, players will see this philosophy in action in places like Uldaman and Maraudon, now separated into wings that are easier to navigate. Other dungeons are better served by trimming away the excess, as in certain sections of Sunken Temple and the maze-like portion of Wailing Caverns.

Raid Philosophy

One of the first things level-85 raiders will notice in Cataclysm is that more raid dungeons will be accessible right off the bat, in the form of multiple, smaller-scale raid dungeons. Our goal is to provide a dynamic and wide range of raid content that offers a little something for everyone.

Ever since Ulduar, our philosophies for Heroic raid dungeons and lockout systems have been steadily evolving. Ulduar presented players with the first-ever opportunity to toggle the difficulty of a raid boss for a greater challenge and access to better loot -- but the system was somewhat confusing, requiring players to know how to trigger Heroic difficulties through specific gameplay mechanics that varied by encounter. In Trial of the Crusader, players were granted the ability to toggle Heroic difficulty directly through UI, but could only change it for the entire dungeon at once. In Icecrown Citadel, we melded the mechanics of Ulduar and Trial of the Crusader to give players the flexibility to choose between normal and Heroic difficulties via the UI on a boss-by-boss basis… and we’re still making tweaks to give players even more options.

Patch 4.0.1 introduced the flexible raid lock system, which will be used in Cataclysm raids. While the Heroic raid lockouts will function the same as they did in Wrath of the Lich King, normal raids will lock players to specific boss kills each week, rather than to entire dungeons. This system is designed to give players with fluctuating schedules more flexibility to progress through content, to help keep players from being locked out of raiding for a week if an emergency comes up, and to give raid leaders more options when scheduling raids and maintaining a raid roster.

Patch 4.1

The panel closed with a first look at the Firelands, an all-new raid coming in patch 4.1. Continuing the quest to save Hyjal from an elemental invasion, players will be called upon to enter the Elemental Plane of fire and extinguish seven unique bosses… including Ragnaros himself. Too soon?

Also coming in patch 4.1 is the five-player Abyssal Maw dungeon, which takes players into the Elemental Plane of water to challenge four new bosses…and while it’s technically an underwater dungeon, the designers promise that the layout and mechanics are nothing like those in the Oculus.

Another major feature of patch 4.1 will be enhanced dungeon and raid maps. While dungeon maps currently show the dungeon layout and locations of bosses, 4.1 will allow players to find a host of new information for each boss, including 3D boss portraits, the lore behind the encounter, a full loot list, and a breakdown of boss abilities (by phase, if applicable).

At this point the audience was shown video footage of two new raid zones being introduced in Cataclysm, Bastion of Twlight and Throne of the Four Winds. That's all from the World of Warcraft Dungeons & Raid panel. Thanks for reading!

Blizzcon 2010 - Live Raid
Kody will be live blogging the live raid, for those of you wondering what's happening there!



Blizzcon 2010 - Cataclysm Press Trailer
A new Cataclysm Trailer has been released on the Blizzcon 2010 Press CD.


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